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Featured upload! CaSTable RabbitHole Replacements

by AussomeDays Posted 18th Nov 2014 at 12:54 PM - Updated 14th Dec 2015 at 8:44 PM by AussomeDays : Updated script
100 Comments / replies (Who?) - 15 Feedback Posts, 10 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.


Update Dec 14, 2015

Nothing earthshattering...
Be sure to delete yout scriptCache.package if you update

  • removed over 500 blocks of duplicated and unnecessary code from the Main Assembly script...noobie me, lol (you may want to keep a copy of the old file just in case I managed to break something)
  • added override for ITUN PushWoohooOnTrain_HoverTrainStation resource 0x5106B731FE496056 that removes the "future" world restriction so that woohoo interactions on the pie menu display correctly (with or without NRaas Woohooer) if used in a non-future world
  • added code that should automatically restart those few animated clock hands when they bugger out
  • changed GetModelNameForAnimation() string from "schoolrabbithole" to "cityhall" for Twinbrook and Town Life schools (allows all 3 doors to animate for an upcoming project)
  • added a .package file that can be used to hide the default EA rabbithole thumbnails if you want your catalogue to be less cluttered -- NOTE: This will override the default OBJDs to make sure that the BuildBuyProductStatusFlags value is 60 (usually 61). Works for base game, expansions, stuff packs and "unmodified" store content. Place in Mods/Packages if you have no store content OR if you install store content using the launcher. If you have converted your store content to .package files, then place in Mods/Overrides instead. Can be removed by deleting the .package file.
__________________________________________________________________________________
These are the same RabbitHoles that were originally on the Simlogical site.

It is now possible to add more variety to your town. Whether you are a creator or just a player who occasionally builds within an existing neighbourhood, these customisable rabbitholes will allow you to have more colour options when designing your town. If you stopped using the pre-made shells because the colours just never fit in with everything else, then these CaSTable alternatives will hopefully provide a solution to those of us who do still use the rabbithole shells from time to time.

Important Note:
These rabbithole objects will NOT override the original game rabbitholes. However, they do rely on resources from those originals in order to function. Therefore, you will need to have the correct corresponding object from the base game / expansion pack / stuff pack / store item already installed in your game. These package files WILL NOT work by themselves!

Main RabbitHole Assembly Script **REQUIRED**
This is the bad boy responsible for assembling all of the parts into a complete unit. It will get updated whenever new rabbitholes are added to the mix, and you will need to re-download and replace the copy in your mods/packages folder if and when you add new rabbitholes from this project to your game. Don't forget to delete the scriptCache.package file from your Sims 3 directory when you update in order for any new script changes to take effect.

**NOTE
These rabbitholes can be used in any combination. After downloading a set, you can pick and choose whichever ones you want to use as long as you already have the appropriate originals. They all work independently of each other, and the Main RabbitHole Assembly script will assemble any and all. I started these at game version 1.63 and continued on after patching to 1.67, and everything appears to work fine.

Combo rabbits contain single varieties for each type in addition to the combo itself. This is to 'hopefully' help with opportunities that don't get along with the combos in case there's a building style you really want to use.

**HOW TO USE
  • File Location: After downloading, unzip the .rar file and place the unzipped .package file into your Mods/Packages folder.
  • Catalogue Location: Build Mode - Community Objects - Buildings (at the end) **Subways are in Buy Mode - Vehicles - Misc Transportation
  • Usage: Simply place the rabbithole on a community lot as per usual. It may take a couple of seconds for the script to assemble the building if it has lots of parts, but once it's complete, it will behave as a single object that can be picked up, moved around, etc. They should look pretty much like the original when first placed.
  • CaST: Simply click on the part of the building that you wish to recolour to bring up the create-a-style tool. You can switch to other parts of the building by clicking on them. You can also drag a colour from one part to another just like with any other object. Solid colours work best due to the way these are designed.

***UPDATE Oct 20, 2014
  • RESOLVED - Should now assemble properly when saving/placing lot with rabbit(s) to/from library bin and when exporting world from CAW after using Edit-In-Game mode to place rabbit(s) on lot.
  • RESOLVED - Recolours should now remain intact when using Edit-In-Game (CAW).









Additional Credits:
Inge & Peter for their wonderful S3PE / S3OC tools that have made this possible
A special Inge for her Tweaker -- she'll never know how much enjoyment I've gotten from this one
A few of the many others who have helped me stumble my way down the path of learning -- Ghost, Nona Mena, Darkitow, twallan, brappl, JunJayMdM, OmegaStarr, Bloom, sydserious, cmo and Wes Howe.
karilynmonroe2 for spotting the CAW & library bin issues that have now been resolved.
icarus_allsorts for helping me to better understand how a proxy works with object interactions.
annalise & her mom for bringing the recolour issue to my attention.

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

World Adventures Ambitions Late Night Pets Showtime Supernatural University Life Island Paradise Into the Future + 1 SPs
Built with Game Version: 1.63, 1.67
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
MainAssemblyScript.rar | Description: ***UPDATED Dec 14, 2015 *** REQUIRED for Rabbits to be fully assembled and function correctly (works for any combination of rabbitholes) 86.6 KB 3,684 14th Dec 2015
BASE Game (Sunset Valley) - ALL Rabbits.rar | Description: Total of 16 Rabbits 13.22 MB 3,511 18th Nov 2014
World Adventures (China Egypt) - ALL Rabbits.rar | Description: Total of 2 Rabbits 530.5 KB 1,978 18th Nov 2014
Ambitions (Twinbrook) - ALL Rabbits.rar | Description: Total of 12 Rabbits 10.66 MB 2,569 18th Nov 2014
Late Night (Bridgeport) - ALL Rabbits.rar | Description: Total of 11 Rabbits 14.02 MB 2,814 18th Nov 2014
Town Life (Misc) - ALL Rabbits.rar | Description: Total of 3 Rabbits 2.39 MB 1,894 18th Nov 2014
Pets (Appaloosa Plains) - ALL Rabbits.rar | Description: Total of 11 Rabbits 11.83 MB 2,578 18th Nov 2014
Showtime (Starlight Shores) - ALL Rabbits.rar | Description: Total of 9 Rabbits 15.54 MB 2,396 18th Nov 2014
Supernatural (Moonlight Falls) - ALL Rabbits.rar | Description: Total of 11 Rabbits 16.09 MB 2,839 18th Nov 2014
University (Campus) - ALL Rabbits.rar | Description: Total of 9 Rabbits 15.44 MB 2,388 18th Nov 2014
Island Paradise (Isla Paradiso) - ALL Rabbits.rar | Description: Total of 10 Rabbits 13.79 MB 2,324 18th Nov 2014
Sponsors (Promo) - ALL Rabbits.rar | Description: Total of 3 Rabbits 3.29 MB 1,285 18th Nov 2014
World (Riverview) - ALL Rabbits.rar | Description: Total of 7 Rabbits 4.39 MB 1,921 18th Nov 2014
World (BarnacleBay) - ALL Rabbits.rar | Description: Total of 1 Rabbit 2.12 MB 1,299 18th Nov 2014
World (HiddenSprings) - ALL Rabbits.rar | Description: Total of 1 Rabbit 669.6 KB 1,419 18th Nov 2014
World (Lunar Lakes) - ALL Rabbits.rar | Description: All Rabbits + Perigee + Extras for missing Rabbits *UPDATED 2/27/15 to get better colouring for back section (see new pic) 1.46 MB 1,396 27th Feb 2015
World (Lucky Palms) - ALL Rabbits.rar | Description: Total of 14 Rabbits 11.98 MB 1,539 18th Nov 2014
World (Sunlit Tides) - ALL Rabbits.rar | Description: Total of 15 Rabbits 12.03 MB 1,611 18th Nov 2014
World (Monte Vista) - ALL Rabbits.rar | Description: Total of 13 Rabbits 16.93 MB 1,813 18th Nov 2014
World (Aurora Skies) - ALL Rabbits.rar | Description: Total of 11 Rabbits 9.11 MB 1,608 18th Nov 2014
World (Dragon Valley) - ALL Rabbits.rar | Description: Total of 14 Rabbits 14.48 MB 1,701 18th Nov 2014
World (Midnight Hollow) - ALL Rabbits.rar | Description: Total of 13 Rabbits 14.79 MB 1,938 18th Nov 2014
World (Roaring Heights) - ALL Rabbits.rar | Description: Total of 16 Rabbits 17.07 MB 1,748 18th Nov 2014
World (Oasis Landing) - ALL Rabbits.rar | Description: Total of 9 Rabbits 9.73 MB 1,610 8th Dec 2014
Island Paradise (Isla Paradiso) - ALL Resort Rabbits.rar | Description: Total of 4 Resort Rabbits 4.38 MB 1,736 31st Dec 2014
Hide EA defaults - RABBITHOLES.rar | Description: *NEW* Dec 14, 2015 - Hides default thumbnails - only use if you no longer need to choose these from the catalogue 19.1 KB 526 14th Dec 2015
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
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100 Comments / Replies (Who?) - 50 Feedback Posts, 47 Thanks Posts
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Test Subject
THANKS POST
#26 Old 10th Dec 2014 at 12:59 AM
Thanks so much for these! It makes making my own worlds sooooo much easier! I wanted to check with you before using your creations, but I'm working on a world right now that I may or may not upload and share for free. I wanted to know if you would allow me to use your amazing CC in my upload, of course linking back to you for credit and to make sure they work as required. I'm seriously tickled about finally having these CAStable!
Lab Assistant
Original Poster
#27 Old 10th Dec 2014 at 4:36 AM
Quote:
Originally Posted by claudiab2005
Thanks so much for these! It makes making my own worlds sooooo much easier! I wanted to check with you before using your creations, but I'm working on a world right now that I may or may not upload and share for free. I wanted to know if you would allow me to use your amazing CC in my upload, of course linking back to you for credit and to make sure they work as required. I'm seriously tickled about finally having these CAStable!


Hi Claudia!

Please do feel free to use and include them if it makes the game more enjoyable for you and others. Anyone is welcome to do so. I don't know the exact how-to's for uploading worlds with cc, but I'm guessing that users will have to download and put the recolourable rabbits in their game in order for them to show up after installing your world, unless there's some way to already include them in the world....I'll get around to learning more about that eventually, I hope.

Let me know when you've completed one if you decide to share it so I can take a look.

Cheers!

Amanda
Test Subject
THANKS POST
#28 Old 11th Dec 2014 at 7:02 AM
This is so awesome. Thank you so much for all your hard work. I'll be enjoying these when remodeling my worlds.
Test Subject
#29 Old 21st Dec 2014 at 6:47 AM
Hi. I know to some extent the IP resort rabbitholes would present a particular challenge since they change colors slightly based on upgrades. Does that mean they would be impossible to make CASTable? Just wondering! If you don't think it would be impossible, do you have any plans to do those? Thank you for all your hard work!
Lab Assistant
Original Poster
#30 Old 21st Dec 2014 at 8:11 AM
Quote:
Originally Posted by jadedmoon470
Hi. I know to some extent the IP resort rabbitholes would present a particular challenge since they change colors slightly based on upgrades. Does that mean they would be impossible to make CASTable? Just wondering! If you don't think it would be impossible, do you have any plans to do those? Thank you for all your hard work!


Hey there! Funny you should bring this up as I had them on my list and realised a couple of weeks ago that I had forgotten to do them. I have actually been working with them on and off since then, but they don't want to get into the Xmas spirit...lol..., and the holiday drama at this house is wreaking havoc on my concentration and causing me to make mistakes. Hopefully, I'll be more successful when things calm down. I want to include them if just for the sake of completeness.

The highrise shells from Bridgeport are being bumheads as well, due to the way they switch to different geometry states based on the current lot level when you use the up / down buttons. I know how to make them switch using the actual geostate hash value, but I'm having trouble forming what should be a simple conditional "if" that checks the current level and THEN decides which value it needs. The joys of programming...

Anyways, I'll be rambling in a minute. Just keep checking the site periodically, and I will try to eventually get them posted if at all possible.

Happy & safe holidays to you!

Amanda
Field Researcher
THANKS POST
#31 Old 24th Dec 2014 at 1:18 PM
These files are massive and therefore slow down the loading time and the game a bit (I've noticed its slow since installing them).. BUT!!

This is by far the most important download in existence for ts3!!! These are a MUST HAVE for world builders. Now that I have them, and have tested that they work as described, I'm IN AWE!!! I can't live without these! I wish they could default replace the originals, but I am in no way complaining lol.

You win the mods folder!!
Lab Assistant
Original Poster
#32 Old 24th Dec 2014 at 5:23 PM
Quote:
Originally Posted by SimRivers
These files are massive and therefore slow down the loading time and the game a bit (I've noticed its slow since installing them).. BUT!!

This is by far the most important download in existence for ts3!!! These are a MUST HAVE for world builders. Now that I have them, and have tested that they work as described, I'm IN AWE!!! I can't live without these! I wish they could default replace the originals, but I am in no way complaining lol.

You win the mods folder!!


Ooooohhhh, I've never won anything and just in time! I hope that mods folder comes with lot of presents... Seriously, I'm thrilled that you like them. It's one of the main things I've really wanted since the beginning.

I wanted default replacements as well, but due to the way meshes update in real time, I decided clones would be better suited. Using defaults would pretty much destroy the look of any existing rabbitholes in a fresh or saved game that contains originals, and you would need to replace them all from the start in order to make them look right again. With clones, you get to decide if and when you want to replace one.

The only thing I can think of regarding game performance is that maybe things slow down a tad due to them always being in their high-res mesh. I guess it takes a little longer to render these as you move in and out of camera view. I disabled switching to the low-res mesh to prevent the colours from changing when you zoom out to map view. I haven't been able to detect any difference on my end, and no one else has commented about additional lag (yet.. ), so I hope it's not too bad.

Honestly, my other half fills up his worlds with these humongous mansion-styled homes that are just packed to the gills with objects. I don't know how he even gets his game to load....and the looks I'd get if I mentioned anything below a 64x64 lot size.

Hope you have a great holiday, and thanks for the kind words!

Amanda
Lab Assistant
#33 Old 24th Dec 2014 at 7:02 PM Last edited by la_rrocker : 24th Dec 2014 at 7:05 PM. Reason: grammar
It's work but...
Hi! Firts of all, I want to thank to AussomeDays for your work, is very awesome and necessary.
I have a problem with your mod, probably I failed in installation. Your mod works in my game, but when I installed I couldn't control my sims, and they had other names. I downloaded and installed MainAssemblyScript, sunsetvalley, twinbrook, bridgetrport and appaloosaplains files.
Can you help me, please?
Lab Assistant
Original Poster
#34 Old 24th Dec 2014 at 8:03 PM
Quote:
Originally Posted by la_rrocker
Hi! Firts of all, I want to thank to AussomeDays for your work, is very awesome and necessary.
I have a problem with your mod, probably I failed in installation. Your mod works in my game, but when I installed I couldn't control my sims, and they had other names. I downloaded and installed MainAssemblyScript, sunsetvalley, twinbrook, bridgetrport and appaloosaplains files.
Can you help me, please?


Hi la_rrocker,

I'm not sure I'm following. What had other names, the sims or the rabbitholes? What about the sims were you not able to control?

Basically, all you should have to do is "unzip" them, put the "Main Asssembly Script" + any of the "rabbithole" files you want to use inside your Mods/Packages folder, and that's it. Also, delete the "script.cache" file from the Sims 3 folder just to be safe.

I haven't had anyone report anything of this nature, so I'm not sure what else to tell you. Gonna need more details or maybe a picture to help show me what's going on. They should work like the originals, the only difference being you can recolour these.
Test Subject
THANKS POST
#35 Old 28th Dec 2014 at 5:42 PM
Thank you so much, this is great! Also, i was wondering if maybe you would work on using these rabbits to make university ones. The original maker of the university rabbits has taken hers down from all places that she posted them due to people taking them and acting as if they were their own creation. I so hope that she re-uploads them so I have a chance to download them (traveling to university is such a pain), but if she doesn't it would be so amazing to have another person with them available, such as yourself. Thanks again so much! xoxo
Lab Assistant
Original Poster
#36 Old 28th Dec 2014 at 6:36 PM
Quote:
Originally Posted by luvinwafflez89
Thank you so much, this is great! Also, i was wondering if maybe you would work on using these rabbits to make university ones. The original maker of the university rabbits has taken hers down from all places that she posted them due to people taking them and acting as if they were their own creation. I so hope that she re-uploads them so I have a chance to download them (traveling to university is such a pain), but if she doesn't it would be so amazing to have another person with them available, such as yourself. Thanks again so much! xoxo


Hi,

You're welcome, but I'm not quite sure what you're asking...lol. The University rabbits are already here as replacements in the form of a "building". They would work at campus or in a homeworld (with an NRAAS mod).

If you're looking for "rug" versions, Misty would be the only one I know that would be able to supply those. I thought I read somewhere that she might consider special requests if you email her, but I can't say for sure. I do understand her frustration considering the amount of work she put into them, so if you are looking for rugs, then contacting her directly is gonna be the best way to go about it.

Did I understand correctly?
Lab Assistant
Original Poster
#37 Old 31st Dec 2014 at 4:20 AM
Default Resort Towers ready to go (hopefully!)


Well, these certainly gave my brain a serious workout. I was almost ready to give up, but after making an accidental discovery, I managed to finagle something that appears to be working. I haven't actually played resorts as of yet, so if anyone who does notices anything that shouldn't be, feel free to let me know. I think these things have depleted my current knowledge bank, but I'll take another look if something arises.

General premise is that the script will initially build the rabbit just like any other by attaching all the mesh parts together with the main part. When upgrading (or downgrading), colour and pattern info is extracted for every part, all parts are deleted, new "upgraded / downgraded" parts are attached in place of the deleted parts, and the colour and pattern info that was extracted is then copied back to all of the newly attached parts. End result: Building changes to upgraded version while maintaining its recolours!

I still haven't figured out how to re-animate a separated part, so anything that moves with the entrance / exit doors that uses a different texture image will not be CaSTable at this time (i.e. curtains on entry doors...drat!).

Happy New Year everyone!

Amanda
Lab Assistant
#38 Old 1st Jan 2015 at 4:06 PM
Thank you so much for these awesome mods! <3 I love building worlds and it is always a pain to find buildings that fit well into the concept. Sometimes the building itself is great but the colour doesn't fit to the rest. I started using rabbithole rugs but somehow I am doing it wrong and my Sims complaint they can't enter the buildings because of the doors. So I had to place the rugs in front of the buildings what looks odd. Well, you solved this problem for me now. So..again.... Thank you, thank you, thank you!

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Test Subject
THANKS POST
#39 Old 1st Jan 2015 at 4:06 PM
many thanks
Forum Resident
THANKS POST
#40 Old 5th Jan 2015 at 6:35 AM
Wonderful!
In the past I've had to use s4pe to get the IMG resources so I could recolor them in a 2d editor for different worlds I was working on. This will be so much easier.
Thank you for sharing, and Happy New Year!
Lab Assistant
#41 Old 6th Jan 2015 at 2:09 AM
Quote:
Originally Posted by AussomeDays
Hi,

Behaviourwise, they shouldn't act any differently than the originals (same interactions, etc.) I haven't noticed anything as far as being out of bounds. Some of the larger ones might say this if too close to the edge, but all footprints are pulled from the originals.

To recolour, all you need to do is click on the CaST tool (next to the hand tool) and then click on whatever part of the building you want to change -- this should open up the CaST panel. While the CaST panel is open, you can click on different parts of the building and recolour a different part. When finished, close the CaST panel, and you're done. The bunk beds work the same way (they are two objects attached together).

Does this help?


No, not really. Are you using some sort of cheat too? When I click on the CAST tool it just brings me back to the active family's home lot, and I can't navigate beyond their property until I return to live mode.
Lab Assistant
Original Poster
#42 Old 6th Jan 2015 at 3:56 AM
Quote:
Originally Posted by the evil writer
No, not really. Are you using some sort of cheat too? When I click on the CAST tool it just brings me back to the active family's home lot, and I can't navigate beyond their property until I return to live mode.


Hi Evil Writer,

Sorry to hear you're still having issues with casting. I'm not using any cheats to place or edit these. The only time I can recall seeing the game zoom back to the active family's home lot is if I'm somewhere else on the map and then click the Build/Buy button. Since the home lot is currently active, it assumes it is the one I want to edit. I'm not sure what to tell you.

Here is exactly what I do. If you see something that is different from what you do, can you point it out to me?

Start game & load world I'm currently playing.
Game finishes loading and is in "live" mode.
Click Options menu (...) and then click Edit Town.
Click Build/Buy and then click on the community lot I want to edit (can be empty or already have a rabbit which I will delete).
Place down new CaSTable rabbit and then click the CaST tool to edit the colours the way I want. Accept the changes when finished.
Click Edit Town to return to map view (unless I want to edit additional community lots).
Click Return to Game to go back to "live" mode.

This is pretty much it. There could be differences as far as where the game is after loading. Sometimes, you may already be in Edit Town, or starting a new game will begin at a main menu with 3 different options such as Select Family, Move In Household...can't remember the exact titles. Anyway, you just need to be sure that you are in Edit Town and directly editing the lot containing the rabbithole. Maybe these steps can help narrow down where things are failing.
Lab Assistant
#43 Old 7th Jan 2015 at 8:14 PM Last edited by la_rrocker : 7th Jan 2015 at 8:39 PM.
Quote:
Originally Posted by AussomeDays
Hi la_rrocker,

I'm not sure I'm following. What had other names, the sims or the rabbitholes? What about the sims were you not able to control?

Basically, all you should have to do is "unzip" them, put the "Main Asssembly Script" + any of the "rabbithole" files you want to use inside your Mods/Packages folder, and that's it. Also, delete the "script.cache" file from the Sims 3 folder just to be safe.

I haven't had anyone report anything of this nature, so I'm not sure what else to tell you. Gonna need more details or maybe a picture to help show me what's going on. They should work like the originals, the only difference being you can recolour these.


The sims had other names. I followed your instruction and the mistake persists . The point is that the sims don't appear in the picture and I cannot control my sims, in spite of I can order its, as you can see in the image that I sent you. Sorry for the low quality.
Is possible that your mod is incompatible with other mods? I have many mods installed, I think I should try out only your mod, and add the other mods that I have, maybe I can see what wrong.
I've just cheked it only with your mod, and the mistake persist. I have 1.55.4.022017 version base game, and World Adventures, Ambitions, Late Night, Pets, Seasons expansions and High End Loft Stuff, Fast Lane Stuff pack accesories.
Lab Assistant
Original Poster
#44 Old 7th Jan 2015 at 10:25 PM
Quote:
Originally Posted by la_rrocker
The sims had other names. I followed your instruction and the mistake persists . The point is that the sims don't appear in the picture and I cannot control my sims, in spite of I can order its, as you can see in the image that I sent you. Sorry for the low quality.
Is possible that your mod is incompatible with other mods? I have many mods installed, I think I should try out only your mod, and add the other mods that I have, maybe I can see what wrong.
I've just cheked it only with your mod, and the mistake persist. I have 1.55.4.022017 version base game, and World Adventures, Ambitions, Late Night, Pets, Seasons expansions and High End Loft Stuff, Fast Lane Stuff pack accesories.


Hi again,

Sorry to hear you're still having issues. I honestly don't know what might be causing it. There have been close to 10,000 downloads now, and no one else has reported anything similar to this. I don't know if this makes a difference, but these were made starting with patch 1.63 (you still use 1.55).

As far as the mod itself, it shouldn't conflict with anything as far as I know. These are all new objects run by a new script. They either have new resources (new ID's) or use ones already in the game (no changes to these).

Some other things to check:

1. See if the issue exists before actually placing a rabbit on a lot.
2. Make sure you're not accidentally using a rabbit from an expansion you don't have installed.
3. Try clearing the game cache files and restarting in case something there is causing issues.
  • CasPartCache.package, compositorCache.package, scriptCache.package, simCompositorCache.package
4. Try using ErrorTrap / Overwatch from NRAAS (if not already) to see if any script errors occur.

I did a search about blank portrait panel pictures, and found an article by Crinrict that may also help track down missing portrait panel pics. If you do a google search for "Sims 3 blank portrait panel icons" or "Sims 3 can't interact with sim", it will bring up more places with information that may be helpful in tracking down the cause.

Sorry I can't be more helpful, but please keep me updated. I certainly hope you'll be able to use them.
Test Subject
#45 Old 20th Jan 2015 at 1:41 PM
Hi, I downloaded the rabbits holes for Isla paradiso and their not showing up in the game. They show up blank/invisible and all i can see is the door. Is their a way to fix that or does it conflict with other mods? I also restarted my cach files but they still show up invisible.
Lab Assistant
Original Poster
#46 Old 20th Jan 2015 at 3:43 PM
Quote:
Originally Posted by Brittanygirl22
Hi, I downloaded the rabbits holes for Isla paradiso and their not showing up in the game. They show up blank/invisible and all i can see is the door. Is their a way to fix that or does it conflict with other mods? I also restarted my cach files but they still show up invisible.


Hi Brittany,

It sounds like maybe you're missing the Main Assembly Script file that you need to download along with the rabbits (the first file at the top of the download list). Once you have that, they should start assembling properly. I don't know of any conflicts with other mods. I do delete the scriptCache.package file whenever I add something with a new script, but I think you've done this already.

Let me know if this doesn't resolve things for you.
Test Subject
THANKS POST
#47 Old 22nd Jan 2015 at 1:30 AM
Great, thanks :)
Test Subject
THANKS POST
#48 Old 1st Feb 2015 at 9:57 PM
Thanks very much! ;)
Field Researcher
THANKS POST
#49 Old 8th Feb 2015 at 4:24 PM
Thanks!
Test Subject
THANKS POST
#50 Old 8th Feb 2015 at 10:10 PM
your AWESOME!!!
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